Can you infer what the code below does just by glancing at it?
public VisualElement CreateGuiGuiContext ctx
{
var rootBuilder = new GraphicalUserInterfaceBuilder"PeriodicTableRoot"
.WithAutoGrow
.WithFlexLayoutFlexDirection.Row
...
Returning readers, thank you for joining me again; for first-time readers, welcome. This article is something special—the humble beginnings of a digital rebellion against computational waste and the industry tyrants.
I. Born of Desperation, Built fo...
One of the most common design patterns we utilize—so utilized that we often don't even recognize it as a pattern—is that of breaching a limit.
Think about your daily routine:
Are we within the index limits of this array?
Has the player’s health d...
Right now, the entire digital world is built on a fundamental, structural flaw that is costing the planet an absolute fortune in power and money.
Look around. Global electricity demand is surging at a reckless pace—far faster than we can build clean...
Subtitle: A developer diary on breaking the 66k ceiling and the power of Object Pooling in .NET.
In my last deep dive, "The Quick Brown Fox 2: The Silent Hordes," we pushed the FSM\API to its absolute limits. We built a dynamic, expanding world whe...
In the world of high-performance computing, we often obsess over Big O notation and algorithmic complexity. We optimize our loops, we thread our logic, and we pat ourselves on the back. I thought I knew performance. I thought I was writing efficient ...
In the Red Corner: Weighing in with a massive learning curve and complex boilerplate... the reigning champion of performance: Unity ECS DOTS!
In the Blue Corner: Weighing in at a lean 45kb... the Object-Oriented underdog: FSMAPI!
We are preparing f...
The Quick Brown Fox 2: The Silent Hordes
Implementing High-Performance AI at Scale with FSM\API
In our previous articlehttps://coderlegion.com/6261/learn-how-fsmapi-uses-decoupled-state-machines-to-run-a-fox-and-dog-ai-simulation, we introduced th...
In software architecture, optimization without measurement is just guessing.
I am currently in the process of a major refactor for my C# Finite State Machine API FSMAPI. We discovered some concurrency friction in the underlying dictionary lookups an...
In standard game development, we are taught that variables are silent containers. A bool is just a box that holds true or false. It doesn't do anything. To know if it changed, we have to pester it constantly:
// The Old Way: The Polling Trap
void Up...
The Deterministic Engine: Why The Singularity Workshop’s FSM\API Redefines C\# State Management
The Finite State Machine FSM is a foundational concept in computer science, acting as the deterministic heartbeat for everything from game AI to complex...
Caution: Mind Blowing Finite State Machine Contained Within Nothing but Theory
The Finite State Machine FSM—or Finite State Automaton FSA—is often dismissed as a simple computational model. However, within its minimal definition lies a mathematical...
A Finite State of One: Rethinking the Singleton Pattern with FSMs
The Singleton pattern is a cornerstone of game development and application architecture, ensuring a class has only one instance and providing a global point of access. Yet, its impl...
We believe the most reliable software logic is logic everyone can understand.
The complex systems that drive modern applications—from character AI in games to business workflows and industrial robotics—are often best articulated not by a developer, ...
Previously we published a deep dive included with our documentation in our FSMAPI nuget package for our truly unique feature, runtime recomposition/definition of our FSMs. In this article we are sharing our document on Getting started in pure c#. W...
The FSM\API Advantage: Runtime Modification Technology
What sets the FSM\API apart is our FSMModifier technology, which allows for the dynamic reconstitution or definition of your Finite State Machines FSMs during runtime. No other FSM implementat...
Escaping Boolean Hell: Why Your State Machine Needs to be Data-Driven
We've all been there: a simple boolean flag here, a nested if statement there. It seems harmless at first, but soon your codebase is a tangled mess of conditional logic.
Let's t...
The Problem with the Classic Game Loop
Almost every interactive application, from video games to user interfaces, relies on a continuous execution loop. This loop is the heart of the application, responsible for everything from updating the game s...
At The Singularity Workshop we are building software for the singularity. Our latest Milestone has been reached: the resubmission of our Unity Integration package for sale on the Unity Asset Store. Before the release of our 45kb of raw digital power,...